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Topic: Hideout Defense (Read 2223 times)

And as is explained in raider subcontracting the factions are not above using deniable assets to get stuff done. Also for them there is probably not much of a difference between actual raiders , spartans and other assorted riffraff.

Kinda unrelated, but to me raider/spartan/humanist crackdowns are pretty damn rare, while ratmen, nurses, dark ones and mercs are somewhat common. I dont think I've ever had a legit "mid game" crackdown, its always either trash or straight up mercs or dark ones with plasma and hell barons knocking on my doors. I dont think I've ever got a crackdown from the church, either.

I also retract my previous statement regarding the behavior of crackdown enemies. In the current version ratmen did disperse into my hideout, though I didn't really use a chokepoint in that base. It was two barracks connected to a hangar which then connects to the access lift. The enemies got into the hangar and then went for the corridors. One even climbed through the vents and got one of my gals from behind ( ͡° ͜ʖ ͡°)

Again it seems like you havent played in a while, OXC lately changed their behaviour to actively seek and destroy base key tiles.

It is deserved to have variety in that type of mission as it is a major part of the game, if not the largest one.

Had like 20 crackdowns in the latest version, most from the major fractions. They do not tend to destroy keytiles. They pretty much move to the loctions and stay there facing the same direction all the time.

What could be suggested: - suicide squads loaded with HE, that move to the keytiles and activate BOOM (robots or fanatics for different fractions)- was mentioned and accused false: but still no single blaster launch made by enemy in the whole compaign. - earlygame: the fractions are curious who are piratez and send the medium-equipped shturm-squads with native weaponry;- midgame: as it is right now;- lategame: the crackdown's major function is to undermine or squelch the Player's progress, making him lose funds, and not the constant supply of the plasma weapon parts.With that, it is seen purposeful to start alter the strategy from gals-killing to base destroy and replace weak weapons with mostly HE ones (plasma scorcher, hellerium rockets launcher, blaster launcher, HWP with HE etc.), multiple HWP, mostly heavily armored units.- There should be some strategy that AI can implement to prevent the corner-abuse, i.e.: if the player's unit spotted (reaction fire made once) in the previous turn, HE launch to the reachable place 2-3 tiles away from the spotted unit is made.

I've mentioned this before, Xenonauts' late game was such a slog. Imagine if, in UFO Defense, the only UFOs to appear after a year or two were nothing but battleships. What makes perfect sense storywise doesn't translate well into balanced gameplay.

I once siugested that by the very late game enemies do not bother breaching into hideout, they just drop in a massive bunker buster (highest damaeg OXCE can handle, larges explosion radius OXCE can handle) that automatically goes off in the first turn, so you have to shoot down the ship that carriers it as there’s not really a hideous defense.

I once siugested that by the very late game enemies do not bother breaching into hideout, they just drop in a massive bunker buster (highest damaeg OXCE can handle, larges explosion radius OXCE can handle) that automatically goes off in the first turn, so you have to shoot down the ship that carriers it as there’s not really a hideous defense.

You'd turn one of the more significant aspects of gameplay into a binary deal that way. You either intercept the ship or you lose the base.

I like to think that the reason the major factions don't want to completely ruin your main base is because they've been searching for it themselves. Think about it, a base full of very important pre-war tech that was developed without any of the limitations currently imposed on human tech by the star gods has got to be valuable to several different parties.